Dragon compendium pdf download
I cannot wait. I love the DC1. I'm in. Psion Adventurer. JoeyD Explorer. I'm in rush for DC2. JustKim First Post. Razz said:. Click to expand Shade Monster Junkie. Seeker95 First Post. The Jester??? Alzrius The EN World kitten. What I would give to see a DC JoeGKushner First Post. Depends on what's in it. Based on the heavy amount of 3. Now if we could get a list of proposed articles that were going into said book, that might change my mind. BOZ Creature Cataloguer.
JoeGKushner said:. Seeker95 said:. What would you expect to be in a Dragon Compendium? All the material is updated to 3. But a whole lot of it seemed to be from about issue on. There were some older articles but those seemed mostly on 'ideas', not crunch. But that is my opinion. The material in the 1st book was way too recent with hardly any 'classic' material and some of that which was updated was And the editing was about as good as a WoTC book so that wasn't too good.
Diaboli hail from a demiplane just slightly out of phase with the rest of the multiverse. Called by humanoids the Demiplane of Nightmares, this realm borders coterminously with the Region of Dreams and the Ethereal Plane. Unfortunately for the diaboli and the creatures that share their frightening home, the boundaries between their reality and those of the Far Realm—a place that exists outside of reality from which pseudonatural creatures originate—seem particularly thin.
As such, the maddeningly chaotic taint of the Far Realm constantly seeps into the Demiplane of Nightmares like a breached dam trickling water. On their home demiplane, the diaboli act much as humans do on the Material Plane: they farm, hunt, build villages and towns, interact peacefully with some of the creatures they share their home with, and they violently oppose others.
Some diaboli become philosophers of renown, while others skulk the dark alleyways waiting for their next mark. Unlike humans, diaboli have a unifying belief in the superiority of anarchy.
Despite their chaotic natures, diaboli strongly believe in traditions and ancient mores that continue to maintain their societies. Along with these strong and repeatedly proven customs, diaboli hold together their otherwise free-willed societies with a mixture of traditions, taboos, customs, and a strong sense of fair play. Societies of diaboli on the Material Plane seem at once both oddly familiar and strangely disconcerting.
They build their villages in a haphazard manner, seemingly without any consideration for the defense of structures— much less with an eye toward moving around effectively between the buildings.
Their buildings resemble ruins, with beams and timbers protruding at odd angles from leaning stone walls. Various colors of paint cover random areas of the structures, camouflaging them somewhat from a distance.
While diaboli martial technology lags well behind the civilized races of the Material Plane, their more cerebral aspects of culture far exceed those of most races. They spare no amount of energy or wealth developing advanced forms of philosophy and art. Most diaboli promote a level of tolerance and generosity far more liberal and welcoming than any Material Plane humanoid race, with the sole exception of their attitude toward humans, whom they detest above all others. The diaboli view humans as hideous devils or demons in much the same way that humans view them.
Because interaction with the dangerous and unpredictable Far Realm is becoming increasingly frequent, the diaboli constantly develop techniques to combat the corrupting taint of that frightening plane. Many sages suggest the diaboli's losing battle against the encroaching taint of the Far Realm causes their immigration to the Material Plane.
While some diaboli still live in the Region of Dreams, most have emigrated to the various worlds of the Material Plane as well as the Ethereal and Astral Planes. Personality: In their own home realms, diaboli serve as the equivalent of humans. As such, they possess a wide variety of personalities. Unlike humans, however, the great majority of diaboli live chaotic, disorderly lives. The spectrum of personalities exhibited by diaboli is therefore somewhat narrower than that of humans, but still much wider in its possibilities than most other Material Plane humanoids.
Diaboli generally reflect only the gentler, less frightening aspects of chaos in their personalities. Many reflect this chaos with extreme absent-mindedness, mild to severe mood swings, wild bouts of creativity, and generally mercurial natures.
Physical Description: Fearsome in form if not personality, diaboli often elicit reactions of fear or loathing from those who see them. Silhouetted at a distance, a diabolus might pass as a thin-legged human. Once details become apparent, any resemblance to humans quickly disappears. The torso, arms, and head of a diabolus have humanlike musculature and structure, but its legs resemble those of a ram or goat.
Diaboli also have long tails that end in small barbs. Small vestigial horns rise from the top of a diabolus's head and its elflike pointed ears stick out at severe angles. A diabolus's hands appear humanlike except they lack a fifth small finger, rather having three fingers and a thumb. Diaboli skin color ranges from mauve and lavender to the deepest near-black violets. In addition to skin color, diaboli vary in the amount of hair they can grow.
Bare diaboli grow no hair over the entirety of their bodies. Common diaboli grow white and silver hair just as humans do, and males often wear long but well-groomed beards. Hirsute diaboli also grow coarse, white, goatlike hair from the waist down. Diaboli of all three types share the same abilities; any differences among them form culturally. All diaboli have reptilian eyes ranging from angry reds to bright yellows. Their long tongues fork like those of snakes and provide the diaboli with similar olfactory clues.
Wide, prominent noses dominate their faces. This love of freedom marks them as almost universally chaotic good creatures.
Some drift from the benevolent aspects of chaos—becoming engulfed or driven to horrible acts by it—developing into either chaotic neutral or chaotic evil. Those tiny few who forsake chaos for neutrality find themselves shunned and exiled. Neither history nor folklore record any mention of a lawful diabolus. Diaboli Lands: In their native demiplane, diaboli form small pockets of relatively peaceful societies that can span several hundred square miles.
They fill much the same position as humans on the Material Plane: vibrant, expansive, and relatively easy to work with. On the Material Plane they form small anarchic but peaceful communities far away from humanoids and other intelligent creatures. Relations: Diaboli innately fear most humans and humanoids they meet and find the forms of such creatures repulsive.
For their part, many humans and humanoids feel the same way about diaboli. Only Religion: As their home demiplane touches on both the Region of Dreams and the Ethereal Plane, and suffers the Far Realm's foul taint, diaboli have strong taboos concerning disbelief They never take anything at face value, as mind-bending reality twists occur near their original homes so frequently. Diaboli lack deities as most humans understand them, and instead seem to worship ideas like anarchy, chaos, freedom, and wonder.
Their religious practices lack dogmatic rote, and most diaboli worship alone and spontaneously. Diaboli clerics, although rare, do exist. Language: Diaboli speak their own language, Diabolan.
Diabolan words make frequent use of harsh, guttural hisses and the unique physiologic structure of the diaboli's forked tongue. While not difficult to learn, most humanoids of the Material Plane find mastery of Diabolan impossible. Most words in Diabolan contain soft "f" "s," "th," and "z" sounds. Many diaboli also learn to communicate simple ideas by twirling and positioning their tails in a sort of elaborate code. The purely visual diaboli tail code can convey even complicated concepts, but it takes roughly twice as long to express something in the diaboli tail code as in any spoken language.
Any creature that can rarely do the two groups put aside their revulsion of one another and make attempts to communicate and trade. Even after the diaboli and native humanoids set up peaceful lines of communication, a tension always exists between two such groups.
At worst, this quiet unease leads to cool but respectful meetings, but even at best a gathering of diaboli and humanoids brings about an air of extreme politeness, as if both sides fear insulting or otherwise provoking the other.
Adventurers from both sides often make the initial steps of peaceful communication—many find it difficult not to befriend those with whom they frequently face lethal dangers. Because they themselves often live at the fringe of their societies, adventurers often judge a companion not by appearance but by competence, and most diaboli adventurers prove quite competent.
Alignment: A carefree chaos fills the hearts of diaboli and they constantly seek to spread the joys of such liberation among those with whom they interact. Many of the creatures that live within the Far Realm have seemingly random anatomies—often with masses of wriggling tentacles or wholly alien appendages.
Lovecraftian in character, the Far Realm is a veiled and unknowable parallel existence outside the Great Wheel from which maddening horrors and malignant intelligences seek to wreak their immortal plots upon the unsuspecting planes. Any creature may learn diaboli tail code, although only creatures with tails of their own can "speak" it.
Most diaboli who make the journey from their plane learn to speak Abyssal first, as their forked tongues can most easily form the words of that language. This leads to the belief that an inherent evilness exists within diaboli society. A diabolus who speaks Common does so with a thick, snakelike accent. Names: Chaos influences all aspects of diaboli life, including their naming patterns— whatever inscrutable patterns they might actually take.
For the most part, diaboli have between two and four names, although some only bear one moniker and others might claim as many as twelve. No discernable convention exists for determining how many different names a diabolus might possess. Like humans, diaboli maintain a wide spectrum of names they use. Male diaboli names typically contain more consonants than female diaboli names. Even that "rule" lacks any sort of reliable application, however, as many males have names with no consonant sounds at all.
Illustrated by Niklas Jannsen Family Names: If family names exist, no sage or scholar has discerned any indication that diaboli use them. Adventurers: Most diaboli dislike violence and attempt to live their lives as peacefully as possible. Those who do take up the dangers of adventuring do so for several reasons. Many find themselves thrust into violence to defend their homes from fearful humanoids who raid and slaughter them.
Others take up the trident in order to forcefully hold back the taint of the Far Realm that constantly threatens to seep into both their native demiplane and their adopted homeworlds. Finally, a few diaboli turn to violence for the same selfish or exalted reasons as humans: wealth, power, guardianship, love, lust, or an unquenchable hope that they can make a better world for their children.
Diaboli have a knack for making themselves at home on new planes. Chaotic: Diaboli have the chaotic subtype. Medium: As Medium creatures, diaboli have no special bonuses or penalties due to their size. Diaboli base land speed is 30 feet. Darkvision: Diaboli can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and diaboli can function just fine with no light at all.
The frightful appearance and alien psychology of diaboli make them particularly good at coercing Material Plane natives. The hideous appearance and strange mannerisms of the diaboli make it difficult for them to interact peaceably with native humanoids and animals of the Material Plane. Weapon Familiarity: Diaboli treat tridents as simple weapons rather than martial weapons.
Natural Attack: Tail. A diabolus can make a secondary natural attack with its tail at a -5 penalty on attack rolls. The poison's initial damage causes its victim to become sickened for 2d4 rounds; it has no secondary damage.
A sickened creature suffers a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Automatic Languages: Diabolan and diaboli tail code. Diaboli learn the languages easiest for them to pronounce as well as the most frequently used languages near their adopted homes. Favored Class: Sorcerer. A multiclass diaboli's sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing see XP for Multiclass Characters on page 60 of the Player's Handbook.
With a unique tie to the multiverse and strong streak of chaotic individualism, diaboli make excellent sorcerers. Diopsid by Jonathan M. They occupy large, sprawling caverns deep beneath the earth where they carve settlements into the walls and floors of their domains. Diopsids have a deep love of metal weapons and other objects, but they lack the technical ability to manufacture such goods. Thus, they work as mercenaries, laborers, hunters, and scouts for other races.
To the folk of the Underdark, diopsids are simple but dangerous barbarians best dealt with via a mercenary contract rather than open engagement. Tough, strong, and skilled with a variety of weapons, diopsids make terrifying opponents and valued allies. Diopsids work with almost anyone who meets their asking price, and they are quite willing to push aside an ally to work with a new paymaster.
Diopsids are opportunistic and somewhat greedy, particularly when it comes to metal weapons, tools, and armor. They take care to protect their reputation as mercenaries. Personality: Diopsids are stolid, dependable, and somewhat dull.
A diopsid tends to think over a problem first and act later. They find other races endlessly fascinating, especially humanoid surface dwellers, and they sometimes prove annoying with their endless questions and conjectures. When it comes to metal weapons and tools, a diopsid becomes a frenetic, energized explorer. It might turn a weapon over in its hands, stroke its length, and test it on a handy rock or giant mushroom. Physical Description: A diopsid is a large beetle with six limbs.
It uses its rearmost limbs as legs, allowing it to walk upright like a humanoid. Its four arms form two markedly different pairs. Its upper arms are strong and powerful, allowing it to heft weapons, carry heavy loads, and manipulate tools like a humanoid. Its middle pair of limbs is situated just below its arms.
These small, slender limbs are much weaker than its legs and upper arms, Generally, diopsids use them to assist their primary arms. A diopsid warrior can carry a greatsword with one upper arm and its corresponding lesser, weaker arm. In this manner, a diopsid warrior can fight with a pair of two-handed weapons.
A diopsid has a pair of stalks that project outward from the sides of its head. Each stalk ends with a large, multifaceted red eye. These stalks are immobile, and diopsids see a wide gap between the two as an indicator of strength, power, and beauty. Relations: Diopsids are friendly with almost every other race. They see strangers as potential customers for their services as mercenaries and as a source of metal weapons and tools. A diopsid settlement is likely to traffic with drow, dwarves, and other folk without prejudice.
As insects, diopsids see all humanoids as one indistinguishable mass. The differences between a dwarf and a drow are trivial in their eyes, considering the vast gap between a diopsid and any other humanoid creature.
Alignment: Diopsids are typically neutral. In the wild and dangerous lands of the Underdark, they are renowned for their ability to survive and mingle with a staggering range of creatures, from cruel drow and mind flayers to the friendlier svirfneblin and dwarves. Diopsids rarely engage in warfare with others unless provoked. Their prowess in battle makes attacking them a poor option, especially when they are ready and willing to serve as mercenaries for the highest bidder.
Even when in service to other creatures, diopsids rarely take pleasure in causing pain or misery. They simply fight for their masters and rarely spread more havoc than needed to defeat an enemy. Diopsid Lands: Diopsids occupy large caverns within the Underdark, typically in areas isolated from other folk. While diopsids remain neutral in most conflicts, they prefer to avoid such entanglements rather than risk their safety and security.
A typical diopsid settlement consists of stone towers built into the sides of a cavern's wall. Diopsids build up along the cavern, digging into the rock and scattering the debris down upon the cavern floor to create a rough, treacherous zone of rubble. Over time, diopsids slowly stretch their corridors and chambers to the cavern's roof.
A visitor to a diopsid cavern might believe he has somehow stumbled back to the surface world during the night of a new moon. The flashing lights of diopsids' natural luminescence looks like twinkling stars across the black canvas of the cavern's walls and floor.
Diopsids use their unique abilities, particularly their ability to drift safely down from any height using their wings, to defend their lands. Diopsid watchtowers flash beacons back to their settlements. Once alerted, warriors march to the upper passages in the cavern roof When the battle is joined, these elite diopsid warriors jump down upon their enemies.
These simple but effective tactics have taught many would-be enemies that diopsids are better met with barter than battle. Religion: Diopsids possess a simple set of beliefs that surface dwellers find simplistic and amusing.
Diopsids worship the goddess Diophia, the patron of diopsids, their creator, and their guardian. Her domains are Earth, Protection, Travel, and War, and her favored weapon is the greataxe.
The most noteworthy bit of diopsid religious lore lies in their regard for the surface world. Diopsids see the realms above as a terrible place of fearful ordeals, dangerous monsters, and horrific peril.
The air moves and slashes, the ground slopes high into unimaginable reaches of the ether, and torrents of endless water batter the earth in an endless assault. A diopsid who ventures to the surface is regarded as a mighty hero, one worthy of the highest praises.
Because of this belief, diopsids tend to regard humans, elves, and other travellers from the surface with something close to pity. Diopsids see them as lost souls cast out of the comforting grasp of the earth and forced to survive in a deadly, alien land. Language: The diopsid native language consists of an intricate code of light flashes generated by luminescent glands situated on their bodies. This language uses the intensity of the light, the speed and length of individual flashes, and similar cues to form words.
The diopsid language has no system of writing, a critical handicap that prevents diopsids from developing any advanced technologies. A diopsid is capable of speaking and understanding Common and other spoken languages.
A diopsid's voice is usually dry, hollow, and punctuated with clicks of its mandibles. Names: Diopsids lack names they can communicate in languages such as Common. The patterns of flashes they use have no analog. Thus, diopsids usually allow others to pick nicknames for them.
Diopsids embrace new names and drop old ones with ease. They see such monikers as devices of communication devised by and for their trading partners and employers. They care little for their nicknames and rarely grow attached to them. Adventurers: Diopsid adventurers are usually exmercenaries who grew bored of working for others. Spurred on by stories of the horrific outer world— unlike other, more docile diopsids who see that world as a source of terrors real and imagined— these diopsids strike out in search of fame, glory, and metal weapons and tools.
Many of the most powerful diopsid war chiefs and leaders once acted as adventurers. By demonstrating their resourcefulness and making grand gifts of metal goods to potential allies, these wanderers cement their political status after a successful adventuring career. A diopsid's young age at adulthood makes it inexperienced and ignorant compared to other folk.
Medium: As size Medium creatures, diopsids gain no special benefits or penalties due to their size. Diopsid base land speed is 30 feet. Darkvision: Diopsids can see in the dark to a range of up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and diopsids can function just fine with no light at all.
Bioluminescence: A diopsid has a number of glands on its body that allow it to shed light much like a firefly. At will, the diopsid can shed light in a 10foot radius around its body. Shadowy illumination extends another 20 feet around this area.
The diopsid can create or douse this light as a free action. Wings: Diopsids have a pair of stubby wings that, while too weak to provide them with flight, allows them to gently guide to a soft landing regardless of how far they fall. A diopsid does not take falling damage as long as it is capable of taking actions. As an immediate action, it can unfurl its wings and float slowly downward at 60 feet per round. Aparalyzed,unconscious,orotherwiseincapacitated diopsid cannot use its wings in this manner.
Extra Arms: Diopsids have four arms: their two primary limbs and a secondary, weaker set of arms. Their weaker limbs are poorly suited to carrying weapons or shields, but they do an excellent job of providing stability and support to the upper limbs. The diopsid's extra limbs allow it to use weapons one size category larger than normal without penalty. The diopsid's secondary arms must be free for it to gain this benefit.
This benefit does not extend to larger weapons. For example, a diopsid can wield a Large longsword with a single primary arm without penalty by steadying the blade's pommel with its lower limb. A diopsid can wield a pair of two-handed weapons by using all four of its limbs. The diopsid suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in its off hand. A diopsid wielding a pair of two-handed weapons is a fearsome sight. It shifts and twirls the two weapons between its four hands, hammering its opponent with tremendous strikes while defying its normally clumsy, fumbling nature.
If a diopsid carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, it suffers a number of penalties. When using a shield, the diopsid takes the shield's armor check penalty on its attack rolls and skill checks even if it has proficiency with the shield.
When using a weapon, the diopsid gains only half its Strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner. This penalty increases to -8 for one-handed weapons.
The diopsid cannot carry a two-handed weapon with just its secondary arms. A diopsid with at least one empty hand can cast spells with a somatic component. Limb Symmetry: A diopsid's four arms allow it to carry and use multiple items with relative ease. A diopsid can use its third and fourth limbs to steady a weapon held in its primary arms, shift its weight, and maneuver it to attack or defend.
A diopsid ignores the Dexterity prerequisite, if any, for any feat that has the words "two-weapon" in its name, such as TwoWeapon Fighting. The diopsid must fulfill the rest of the feat's requirements as normal. Insect Body: The diopsid's beetle-like body makes it unsuited to use many tools and magic items designed for humanoids. A diopsid has trouble wearing bulky armor even if it has the appropriate feat. A diopsid can wear light armor without penalty.
When wearing medium armor the diopsid takes a -2 penalty to Dexterity. This penalty increases to -4 if the diopsid wears heavy armor. The diopsid's multiple limbs and bulky form make it poorly suited to using heavy armor. For such a suit to offer its full protection, it must restrict the diopsid's movements.
In any case, the diopsid must purchase custommade armor. This armor costs the same price as if the diopsid had to purchase armor one size larger than normal. Immune to Sleep: Diopsids do not need to sleep and are immune to all sleep effects. Automatic Languages: Common and Diopsid. Diopsids learn the languages of the Underdark to facilitate trade with other folk. The diopsid love of new weapons and metal goods is powerful enough to overcome their normally sluggish intellects.
The diopsid native tongue employs their luminous glands, allowing them to flash messages across the largest Underdark caverns without a sound. Diopsids can also create flashes of "light" visible only to creatures with darkvision, allowing them to "whisper" without tipping off their presence to creatures that rely on normal vision. An observer can detect a diopsid communicating in this manner with a Spot check rather than a Listen check.
While creatures that lack bioluminescence cannot "speak" Diopsid, they can understand and translate it. Favored Class: Barbarian. A multiclass diopsid's barbarian levels do not count when determining whether it takes an experience point penalty. Diopsids are strong, tough warriors who prefer brute force to elegant fighting styles. Thus, the barbarian class is a perfect match for them. All dvati are born identical twins, with the pair sharing a single soul between them.
Dvati lore holds that their souls are so powerful that a single, mortal vessel is too weak to contain them. Thus, their minds occupy two bodies. Typically peaceful folk, dvati are concerned more with philosophy and art than material pleasures. Much of their culture centers on the close link between a dvati pair.
A pair of twins might paint a mural together, with each twin starting from one end and meeting at the middle to finish the creation. Dvati twins debate philosophy with each other with an eye toward not only uncovering higher truths but also questioning and exploring their own beliefs, attitudes, and preconceptions. While dvati enjoy intellectual pursuits, they are capable warriors and hard workers.
They consider archery, fencing, and similar combat talents art forms worthy of study. Dvati twins duel each other to press their talents and hone their abilities. The natural link between dvati twins makes them a deadly team, and the small but powerful dvati military units are renowned for their tactical coordination. Many times in the past, a tiny dvati force has defeated a much larger army with intricate and delicately timed plans. Personality: Dvati are typically serene, intellectually energetic, and curious.
They tend to avoid conflict and are well suited to a role of peacemaker or diplomat. When faced with two sides in conflict, a dvati splits his twins.
Each twin speaks from one side, finds areas of agreement with the other, smoothes over disagreements, and brings the two sides together. Dvati have a strong sense of duality in all things. They excel at seeing both sides of an argument. When faced with a problem, a dvati is likely to spend time considering multiple approaches from different angles.
A dvati who must move a boulder that blocks a cave stands in front of it and surveys the scene. Meanwhile, the other twin climbs above the stone, looks at the stone from above, and considers the same problem.
To dvati, one perspective is never enough. Physical Description: A dvati has a slight build, snowwhite skin, black hair, and solid blue eyes that lack irises or pupils. Dvati noses are little more than small slits that barely protrude from their faces. The dvati represents a radical new addition to the rules, as this race allows you to play a pair of twins. Before playing a dvati, be sure to check with your DM.
Most humanoids find a dvati's appearance—particularly their unwavering eyes— slightly unnerving. Dvati are acutely aware of this, and many of them wear hooded cloaks around strangers. Relations: Dvati get along well with most other races. Their ability to understand and appreciate different perspectives leads them to accept the differences in others with open minds.
Outcast half-orcs and half-elves sometimes find homes in dvati communities. Of all the races, elves mingle best with dvati. Dvati respect the elves' long-term view of history, their art, and their culture. Elves see dvati as fascinating creatures with a welcome appreciation of intellectual and artistic concerns.
Alignment: Most dvati are neutral, as they prefer a balanced approach to issues of morality. Many are also good. Being closely linked twins reminds dvati of the connections between all living things. They know that greed and unbridled ambition lead only to decay and misery. Evil dvati are almost utterly unknown. The link between two twins is too strong for any dvati to elevate himself above all others to the degree that evil promotes. Villainous dvati do exist in small numbers, however, and tend toward lawful evil.
Dvati Lands: Dvati are too few in number to claim their own sprawling kingdoms and empires. Instead, they build small settlements in out-of-the-way areas where few trouble them.
In rare cases, a small dvati colony arises in a city controlled by another race. These colonies are usually separated from the rest of the city by walls or carefully arranged buildings that leave only one or two entrances to a dvati neighborhood. While dvati appreciate other folk, they prefer peace, quiet, and solitude when they attend to their works. Dvati artisans fetch high prices for their works, owing to the unique style of design they use. Dvati colonies are most common in realms that place a high value on philosophy, learning, and the arts.
When left to their own devices, dvati create small, orderly communities divided into four groups called rings. Each ring is ruled by a council of four dvati twins two sets of twins , who in turn report to a smaller council of four more dvati. Dvati use a democratic system of elections, with each pair of twins allowed one vote. The rings are responsible for growing their own food, maintaining their section of the settlement, and so forth.
When faced with an important decision, The ruling councils call a gathering of the entire community. The twins separate into two groups, with one member of each pair in each meeting, to allow as many speakers as possible to present their views. The dvati as a whole then vote on a decision. Religion: Dvati worship Thelmeth the Unifier, a divine being represented by a sphere divided in two halves,— one black, one white.
Thelmeth is typically depicted as a pair of male dvati twins clad in golden robes and wearing laurel wreaths, with each twin carrying a pair of large books. Thelmeth is neutral and his domains are Knowledge, Magic, and Protection. His favored weapon is the quarterstaff. Language: The dvati language requires two creatures speaking simultaneously to properly use it, and its unique alphabet consists of only eight characters.
The character's alignment—upside down, mirrored to the left or right, or turned to the side—determines its exact sound. If a dvati is somehow separated from his twin, he uses Common to communicate with others.
Names: A dvati's name in its native tongue is almost impossible for a non-dvati to speak or clearly understand, as both twins in the pair must speak at the same time to properly pronounce it. Thus, most dvati that work with other folk adopt names that they either make up or take from other languages. The dvati usually takes two names, one for each twin, although sometimes the dvati forgets which twin has which name.
A dvati sees himself as an undivided pair, but he understands that other races might find him confusing. Dvati twins tend to prefer similar names with distinct sounds. Adventurers: Dvati adventurers are rare, as most of them prefer simple lives of contemplation, honest work, and fellowship.
Sometimes a dvati feels a deep sense of wanderlust. Bored with the often repetitive existence of their colonies and settlements, young dvati strike out in search of new adventures. Some of these dvati are fascinated by other folk and wish to learn more about them. Others study philosophies that require the dvati to seek out new experiences. Dvati rarely adventure for material wealth or accolades, as such things have little value to a dvati aside from their pragmatic uses.
Dvati base land speed is 30 feet. Darkvision: Dvati can see in the dark to a range of up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dvati can function just fine with no light at all. Twins: A "single" dvati is a pair of creatures that shares a soul. A dvati twin can no more exist without his soul partner than a human can live without a heart. The unique, spiritual link between a dvati pair has several important implications. A dvati character is actually two separate dvati twins who share a soul.
These two creatures move and act separately but have a number of restrictions based on their connection. The dvati twins gain levels and progress in the same manner as a single creature of another race. The twins share a class and both have the same level.
The twins do not progress at a different rate, nor do they split XP between them. Rather, each has an identical XP total. When dividing XP among characters, a dvati counts as one PC.
For example: A 1st-level dvati fighter consists of a pair of twins, each with the same set of fighter abilities. You select feats, skills, and other abilities for both twins. Do not choose them separately. If one twin has Power Attack, both twins gain access to it. In essence, you build one character who occupies two bodies, regardless of the class chosen. When a dvati casts a spell, both members of the pair must focus and concentrate on it. Both twins must simultaneously take the actions required to cast a spell, although only one must supply material components.
One twin cannot cast a spell while the other attacks, for example. A lone dvati can cast spells if his twin takes no actions while he casts. Any other sort of action, including a free one, makes it impossible for the casting twin to focus and use his spell. If the dvati tries to use a spell anyway, his casting attempt is ruined and the spell is lost. The dvati twins divide their hit points between them. Each twin in the pair gains half the hit points from his Hit Die roll, although both gain the full benefits of his Constitution modifier.
Do not roll Hit Dice separately for each dvati twin. If an area of effect spell catches both twins, they save separately and take damage as normal. A pair of dvati twins shares all class abilities and spells slots between them. For example, a 3rdlevel dvati bard can use bardic music three times per day in total, not three times for each twin. Personal spells those with a target of "you" affect both twins as long as they are on the same plane.
Should you choose to become an adventurer, you'll get a chance to make your mark on a world outside of your own, sharing experiences unique to you and your party. The tools and guides presented here for you will help you understand the rules of adventuring and creating characters.
If you are brave and clever, perhaps you've got a world you'd like to build, and a story you'd like to share with your friends - take up the mantle of Dungeon Master. Here, you'll have a vast library of resources at your disposal, many created by world-renowned DMs. You'll stand on the shoulders of giants, and we will be here to lift you up. I invite you to read as much as you are willing to read, and find inspiration in the rabbit holes within rabbit holes that the resources on this site may take you down.
Join communities of fellow Dungeon Masters who each have their own stories to tell, and their own advice to give. Over time, you'll build up your preferred toolset and find a rhythm and style of running your games that is all your own. If you feel confident in your abilities and faculties as a Player and Dungeon Master, I hope that you too can find useful resources here that can provide inspiration for your creative mind, or that might improve your flow when playing, preparing, or running games.
Happy adventuring! Play from the comfort of your phone with text-based games! Friendly community that teaches newbies!
0コメント